Masteries

Offense:
21

Defense:
9

Utility:
0

Introduction

This build is based on a good combination of damage with a huge ammount of life. It's good if your team needs an off-tank damage. You can carry the game with this build. I made it for solo top, it does great because you have good survivability. The strategy is to do Nimbus Strike to reach your oponnent, give him a normal attack, followed by a Crushing Blow on the same second and Decoy away from him. If they are running you can try to fake a decoy or really do one, same thing if you're ganked. If you are following a low enemy you can Nimbus Strike to him. The Crushing blow gives you a great damage combined with your normal attacks, and Cyclone can easy kill your enemies (does a lot of damage) or escape from ganks when you're on cooldown from decoy.

So basicly, try to E->Normal->Q->W

Runes

Why these runes??

Armor Pennetration marks fits well on this build because you gonna do high crits on late game, and it's important that your enemies, if they build armor, don't really block your game.

Armor Seals and Magic Resist Glyphs turn you more off-tank. This way you can go to a team battle without be so worry about they focus you. With your amount of life plus your armor and magic resist you will have no trouble at all if they focus you.

Critical Damage Quintessences will make your critical hits on late game (that I hope it will be a lot) to make more damage to opponnents, you can also try attack damage quints, but I think this one's are the best option.

Masteries

The masteries are 21-9-0, this will make you deal a significant ammount of damage and will (not much, but helps) turn you a bit more off-tank.

I think this masteries are a good option to turn you a good off-tank damage dealer.

Items

I tried this build and I carried the team.

Mercury Treads - you will need boots and you will like to have also tenacity to don't get so much time in enemies CC. You are a close damage dealer, and if you get stunned or snared you will have no way to deal your damage. So this are really the best option you have.

Frozen Mallet - what I really like in this item is it's passive. It gives you a good amount of health and some attack damage, but the passive worths it. "Oh that ashe is escaping, no problem, I will just Nimbus Strike her and my passive will slow her" Your enemies wouldn't run anymore from your crits. Be prepared to carry.

Atma's Impaler - you must have this item, since is really made for this builds. Gives you armor, give you critical chance, and gives you attack damage based on your health (that is a lot) so I don't really to explain anymore, right?

Warmog's Armor - this item and Frozen Mallet will give you a lot of health, and that makes you a high durability damage dealer. The health regen will help you after a battle where you lose some life (+ Force of Nature) and the great health it provides will make you a beast!

Force of Nature - a good team combination always has AD and AP damage dealers, so you need the MR. Force of Nature provides a good ammount of magic resist, it's health regen combined with Warmog's make you a non-b champ and the movement speed buff is usefull to chase or to run away.

Infinity Edge - finally, the AD source. A big ammount of attack damage combined with the buff of critical strikes will turn you in the nightmare of enemy team. Just wish luck to them.